Author Topic: RA2: Ironforge - V1.1 PATCH RELEASED  (Read 10191 times)

Offline cephalopod

RA2: Ironforge - V1.1 PATCH RELEASED
« on: October 12, 2014, 02:24:35 PM »

V1.1 Download Link (Ready-To-Go .RAR file)

V1.1 patch alone (If you need to update the old v1.0)

V1.1b patch - add this to whatever you have

V1.1c patch - apply this to V1.1b


=========================
What's New In Ironforge?
=========================
1. Weightclass Overhaul
The new Weightclass limit for Ironforge will be
AW - 70kg
BW - 90kg
LW - 125kg
MW- 200kg
HW- 400kg
SHW - 600kg

Please note that this is a self enforced weight class limit, as there is no way to mod the exe directly without the source code.

2.  4 New Components (v1.0)





3.  3 New Teams (v1.0)





=========================
UPDATES
=========================
v1.0
all planned components are completed
reached over 15 full AI teams
new components: fist, servo piston, actuator, car steering
balance:  beta speed increase to 15, ban hammer nerfed
various oversight fix

v0.5c
replace newer version of py with older version, somehow resulting in much more stable game.

v0.5b
fix some crash issues with treads

v0.5
piston stability, axle stability
new components:  Drum, Iron Spike, Tread, Tread Motor, Ice Thrower
6 new teams

v0.4
crushing teeth
2 new teams

v0.3
weightclass overhaul
component rebalance
ballast
slim axle
major motor stability fix
new team


=========================
Installation
=========================
For NEW USERS
On a fresh copy of STOCK
1.  Delete the AI Folder
2.  Delete the Components Folder
3.  Delete the UI Folder
4.  Unzip Files into RA2 directory

For EXISTING USERS
1.  Unzip file into Ironforge directory

**NOTE** PLEASE GIVE FEEDBACK IF YOU LIKE WHAT YOU SEE

To install hotfix, unzip file into Ironforge directory.


=========================
The goals of Ironforge TC
=========================

Ironforge TC is intended to support more realism than DSL TC.  While I will not impose any stricter rules than current DSL-S, component balance ensure that you do not have to sacrifice efficiency by choosing certain parts for looks.


=========================
Screenshots
=========================








Any questions or ideas can be posted through here for any community-agreed changes in any way.
« Last Edit: February 16, 2016, 06:10:39 PM by Craaig »
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Offline yugitom

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Re: RA2: Ironforge
« Reply #1 on: October 12, 2014, 02:47:01 PM »
How come he wanted out?

Offline cephalopod

Re: RA2: Ironforge
« Reply #2 on: October 12, 2014, 03:21:07 PM »
Many long stories that I don't think are fair to discuss here (eg please don't, those more knowledgeable)
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Offline leftover_high

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Re: RA2: Ironforge
« Reply #3 on: April 12, 2015, 07:37:06 AM »
What's Ironforge?

Offline cephalopod

Re: RA2: Ironforge
« Reply #4 on: April 12, 2015, 07:39:51 AM »
A total-conversion mod for RA2 with all-new components, AI and UI. Check out the showcases to see what people build with it :)
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Offline leftover_high

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Re: RA2: Ironforge
« Reply #5 on: April 12, 2015, 09:32:05 AM »
Cool thanks :)

Offline uselessmidget

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Re: RA2: Ironforge
« Reply #6 on: July 16, 2015, 02:54:38 PM »
Is there something that explains all the features of Ironforge? I dont understand what mods/changes this mod makes.

Offline cephalopod

Re: RA2: Ironforge
« Reply #7 on: July 17, 2015, 09:57:13 AM »
It's a total conversion mod, so almost everything is changed.

A brief overview:
-A new set of components
-A whole new AI roster
-Changes to the weight classing (self-enforced - see the game's loadup screen for details)
-New UI

It's basically - as with any RA2 mod - just RA2 with different sets of stuff. It doesn't play differently (although the different sets of components and building styles make each mod feel very separate) to RA2's core mechanics.
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Offline Reier

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Re: RA2: Ironforge
« Reply #8 on: July 17, 2015, 11:26:24 AM »
also different versions of RA2 (stock, DSL, ironforge) are intended to be played separately.
i.e. ironforge robots are not intended or balanced around playing them against stock or DSL bots.
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Re: RA2: Ironforge
« Reply #9 on: July 25, 2015, 10:53:39 AM »
Are there going to be any extra AI teams added at all? I would like to submit one in the future if possible.
Also, it seems there is no SHW's in Ironforge,and i would like to submit some.
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Offline cephalopod

Re: RA2: Ironforge
« Reply #10 on: July 25, 2015, 11:28:02 AM »
That isn't the plan. 123 had strict quality control over the 16 teams that went in. You can, of course, feel free to make an AI pack but unless I (or someone else) get in touch with him and officially take over further development with his permission, Ironforge itself is complete.
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Offline 123savethewhales

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Re: RA2: Ironforge
« Reply #11 on: July 25, 2015, 12:33:08 PM »
Go ahead and make new AI packs.  Just don't rebalance stuff like NAR AI.

Offline 123savethewhales

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Re: RA2: Ironforge
« Reply #12 on: July 26, 2015, 09:10:15 AM »
Stability fix

All spin motor slowed by 10%, burst piston max speed reduced.  A necessary evil to keep the game from crashing so much.

https://gametechmods.com/uploads/files/1976ironforge1-1.zip

Offline cephalopod

Re: RA2: Ironforge - V1.1 PATCH RELEASED
« Reply #13 on: July 26, 2015, 09:45:08 AM »
Really good to see further development from you, 123 :)
Added the V1.1 patch link to the first post
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Offline Jazz 42

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Re: RA2: Ironforge - V1.1 PATCH RELEASED
« Reply #14 on: July 31, 2015, 02:55:42 AM »
do i just copy the patch into ironforge?

Offline G.K.

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Re: RA2: Ironforge - V1.1 PATCH RELEASED
« Reply #15 on: July 31, 2015, 03:19:54 AM »
Yeah, paste it into your RA2 folder and allow everything to overwrite.

Make a backup of the Components folder before you do it, and check everything still works.
My above post explains everything about everything.

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Offline cephalopod

Re: RA2: Ironforge - V1.1 PATCH RELEASED
« Reply #16 on: August 01, 2015, 05:58:42 AM »
The full download link in the Downloads section of GTM has been updated to v1.1.
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Offline Jazz 42

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Re: RA2: Ironforge - V1.1 PATCH RELEASED
« Reply #17 on: August 02, 2015, 07:32:23 PM »
Thank you

Offline 123savethewhales

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Re: RA2: Ironforge - V1.1 PATCH RELEASED
« Reply #18 on: August 12, 2015, 02:44:04 AM »
Minor stability fix
Reduces Snapper 3 and DDT2's max speed to 60.
Beta was left unchanged because reducing it's power makes it really suck, so unfortunately you just have to connect more weight to it to prevent the havok.

https://gametechmods.com/uploads/files/7109ironforge1_1b.zip

Offline 123savethewhales

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Re: RA2: Ironforge - V1.1 PATCH RELEASED
« Reply #19 on: January 29, 2016, 01:17:27 PM »